Visual behavior, flow and achievement in game-based learning
暂无分享,去创建一个
Chung-Yuan Hsu | Guo-Li Chiou | Huei-Tse Hou | Meng-Jung Tsai | Liju Huang | Chung-Yuan Hsu | Meng‐Jung Tsai | Guo-Li Chiou | H. Hou | Liju Huang | Li-Bin Huang
[1] Yuan-Bang Cheng,et al. The effect of simulation games on the learning of computational problem solving , 2011, Comput. Educ..
[2] Meng-Jung Tsai,et al. The Model of Strategic e-Learning: Understanding and Evaluating Student e-Learning from Metacognitive Perspectives , 2009, J. Educ. Technol. Soc..
[3] Andreja Bubić,et al. EYE MOVEMENTS REVEAL STUDENTS’ STRATEGIES IN SIMPLE EQUATION SOLVING , 2014 .
[4] M. Csíkszentmihályi. Flow: The Psychology of Optimal Experience , 1990 .
[5] Heikki Lyytinen,et al. Children's engagement during digital game-based learning of reading: The effects of time, rewards, and challenge , 2014, Comput. Educ..
[6] K. Kiili. Evaluations of an experiential gaming model , 2006 .
[7] Huei-Tse Hou,et al. Exploring the behavioral patterns of learners in an educational massively multiple online role-playing game (MMORPG) , 2012, Comput. Educ..
[8] Patrik Pluchino,et al. Do fourth graders integrate text and picture in processing and learning from an illustrated science text? Evidence from eye-movement patterns , 2013, Comput. Educ..
[9] Huei-Tse Hou,et al. Visual attention for solving multiple-choice science problem: An eye-tracking analysis , 2012, Comput. Educ..
[10] Danielle S. McNamara,et al. Game-based practice versus traditional practice in computer-based writing strategy training: effects on motivation and achievement , 2014 .
[11] K. Rayner. Eye movements in reading and information processing: 20 years of research. , 1998, Psychological bulletin.
[12] Tzyy-Ping Jung,et al. Eye movements predict students' computer-based assessment performance of physics concepts in different presentation modalities , 2014, Comput. Educ..
[13] Erol Özçelik,et al. An eye-tracking study of how color coding affects multimedia learning , 2009, Comput. Educ..
[14] Roger Bakeman,et al. Observing Interaction: An Introduction to Sequential Analysis , 1986 .
[15] Chung-Yuan Hsu,et al. Facilitating Third Graders’ Acquisition of Scientific Concepts through Digital Game-Based Learning: The Effects of Self-Explanation Principles , 2012 .
[16] Hsin Ning Jessie Ho,et al. PRIOR KNOWLEDGE AND ONLINE INQUIRY-BASED SCIENCE READING: EVIDENCE FROM EYE TRACKING , 2014 .
[17] K. Kiili. Content creation challenges and flow experience in educational games: The IT-Emperor case , 2005, Internet High. Educ..
[18] Ina Blau,et al. Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences , 2014, Comput. Educ..
[19] Huei-Tse Hou,et al. Evaluating multiple aspects of a digital educational problem-solving-based adventure game , 2014, Comput. Hum. Behav..
[20] John Sweller,et al. Cognitive Load Theory , 2020, Encyclopedia of Education and Information Technologies.
[21] M. Hegarty,et al. Comprehension of arithmetic word problems: A comparison of successful and unsuccessful problem solvers. , 1995 .
[22] S. Engeser,et al. Flow, performance and moderators of challenge-skill balance , 2008 .
[23] Paul A. Cairns,et al. Measuring and defining the experience of immersion in games , 2008, Int. J. Hum. Comput. Stud..
[24] Mary Hegarty,et al. Effects of knowledge and display design on comprehension of complex graphics , 2010 .
[25] Jukka Hyönä,et al. The Use of Eye Movements in the Study of Multimedia Learning. , 2010 .
[26] Brian Cusack,et al. A Proposed Method for Measuring Learning in Video Games , 2014 .
[27] Hsiao-Ching She,et al. Learning through playing Virtual Age: Exploring the interactions among student concept learning, gaming performance, in-game behaviors, and the use of in-game characters , 2015, Comput. Educ..
[28] D. Chiappe,et al. Improving multi-tasking ability through action videogames. , 2013, Applied ergonomics.
[29] Meng-Tzu Cheng,et al. An educational game for learning human immunology: What do students learn and how do they perceive? , 2014, Br. J. Educ. Technol..
[30] Maria Caterina Tornatora,et al. An Eye-Tracking Study of Learning From Science Text With Concrete and Abstract Illustrations , 2013 .
[31] Kristian Kiili,et al. Foundation for problem-based gaming , 2007, Br. J. Educ. Technol..
[32] K. Rayner,et al. Eye Movements as Reflections of Comprehension Processes in Reading , 2006 .
[33] K. Kiili. Digital game-based learning: Towards an experiential gaming model , 2005, Internet High. Educ..
[34] Fang-Ying Yang,et al. PROBING THE RELATIONSHIP BETWEEN PROCESS OF SPATIAL PROBLEMS SOLVING AND SCIENCE LEARNING: AN EYE TRACKING APPROACH , 2014 .
[35] M. Csíkszentmihályi. Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. , 1990 .
[36] Robin L. Hill,et al. Eye movements : a window on mind and brain , 2007 .
[37] Yuping Chen,et al. Eye-hand coordination strategies during active video game playing: An eye-tracking study , 2015, Comput. Hum. Behav..
[38] Bradley C. Love,et al. Real-Time Strategy Game Training: Emergence of a Cognitive Flexibility Trait , 2013, PloS one.
[39] Huei-Tse Hou,et al. Integrating cluster and sequential analysis to explore learners' flow and behavioral patterns in a simulation game with situated-learning context for science courses: A video-based process exploration , 2015, Comput. Hum. Behav..
[40] Michael L. Mack,et al. VISUAL SALIENCY DOES NOT ACCOUNT FOR EYE MOVEMENTS DURING VISUAL SEARCH IN REAL-WORLD SCENES , 2007 .
[41] S. Liversedge,et al. Saccadic eye movements and cognition , 2000, Trends in Cognitive Sciences.
[42] Daphne Bavelier,et al. Stretching the limits of visual attention: the case of action video games. , 2011, Wiley interdisciplinary reviews. Cognitive science.
[43] Katharina Scheiter,et al. Eye tracking as a tool to study and enhance multimedia learning , 2010 .
[44] Fengfeng Ke,et al. An implementation of design-based learning through creating educational computer games: A case study on mathematics learning during design and computing , 2014, Comput. Educ..
[45] Wilfried Admiraal,et al. The concept of flow in collaborative game-based learning , 2011, Comput. Hum. Behav..
[46] Kursat Cagiltay,et al. Flow experiences of children in an interactive social game environment , 2007, Br. J. Educ. Technol..
[47] Heiner Deubel,et al. The mind's eye : cognitive and applied aspects of eye movement research , 2003 .
[48] Michael J. Spivey,et al. Eye Movements and Problem Solving , 2003, Psychological science.
[49] R. Eklund,et al. Assessing Flow in Physical Activity: The Flow State Scale-2 and Dispositional Flow Scale-2 , 2002 .
[50] Silvia Wen-Yu Lee,et al. A review of using eye-tracking technology in exploring learning from 2000 to 2012 , 2013 .
[51] Wilfried Admiraal,et al. Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game , 2009, J. Comput. Assist. Learn..
[52] M A Just,et al. A theory of reading: from eye fixations to comprehension. , 1980, Psychological review.
[53] John J. H. Lin,et al. COGNITIVE LOAD FOR CONFIGURATION COMPREHENSION IN COMPUTER-SUPPORTED GEOMETRY PROBLEM SOLVING: AN EYE MOVEMENT PERSPECTIVE , 2013, International Journal of Science and Mathematics Education.
[54] Cher Ping Lim,et al. Gaming in a 3D multiuser virtual environment: engaging students in Science lessons , 2006, Br. J. Educ. Technol..
[55] H.-T. Hou,et al. Exploring the technology acceptance and flow state of a chamber escape game - Escape the lab© for learning electromagnet concept , 2012 .
[56] Marina Papastergiou,et al. Exploring the potential of computer and video games for health and physical education: A literature review , 2009, Comput. Educ..
[57] F. Paas,et al. Attention guidance in learning from a complex animation: Seeing is understanding? , 2010 .
[58] John M. Findlay,et al. Eye movements reflect cognitive processes , 2000 .